/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h
Trail Controller
struct FAnimNode_Trail : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
uint8: 1
bActorSpaceFakeVel
Whether 'fake' velocity should be applied in actor or world space.
FBoneReference
BaseJoint
Base Joint to calculate velocity from. If none, it will use Component's World Transform. .
uint8: 1
bEditorDebugEnabled
This is used by selection node. Use this transient flag.
uint8: 1
bEnableDebug
Enable Debug in the PIE. This doesn't work in game
uint8: 1
bHadValidStrength
Did we have a non-zero ControlStrength last frame.
uint8: 1
bInvertChainBoneAxis
Invert the direction specified in ChainBoneAxis.
uint8: 1
bLimitRotation
Limit the amount that a bone can stretch from its ref-pose length.
uint8: 1
bLimitStretch
Limit the amount that a bone can stretch from its ref-pose length.
uint8: 1
bReorientParentToChild
Fix up rotation to face child for the parent
uint8: 1
bShowBaseMotion
Show Base Motion
uint8: 1
bShowLimit
Show Planar Limits
uint8: 1
bShowTrailLocation
Show Trail Location
uint8: 1
bUsePlanarLimit
Whether to evaluate planar limits
TEnumAsByte<EA...
ChainBoneAxis
Axis of the bones to point along trail.
int32
ChainLength
Number of bones above the active one in the hierarchy to modify. ChainLength should be at least 2.
float
DebugLifeTime
Debug Life Time
FVector
FakeVelocity
'Fake' velocity applied to bones.
float
LastBoneRotationAnimAlphaBlend
How to set last bone rotation.
float
MaxDeltaTime
To avoid hitches causing stretch of trail, you can use MaxDeltaTime to clamp the long delta time.
FTransform
OldBaseTransform
LocalToWorld used last frame, used for building transform between frames.
TArray<FPerJoi...
PerJointTrailData
Per Joint Trail Set up
TArray<FAnimPh...
PlanarLimits
List of available planar limits for this node
TArray<FColor...
PlaneDebugColors
float
RelaxationSpeedScale
FInputScaleBias...
RelaxationSpeedScaleInputProcessor
TArray<FRotati...
RotationLimits
TArray< FVector...
RotationOffsets
float
StretchLimit
If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose.
float
ThisTimstep
Internal use - we need the timestep to do the relaxation in CalculateNewBoneTransforms.
FBoneReference
TrailBone
Reference to the active bone in the hierarchy to modify.
TArray< FVector...
TrailBoneLocations
Component-space locations of the bones from last frame.
TArray<FColor...
TrailDebugColors
Debug transient data to draw debug better
FRuntimeFloatCu...
TrailRelaxationSpeed
How quickly we 'relax' the bones to their animated positions.